Part 3: The Last Five Years and Beyond
Starting the new year in 2017, I prepared to work on what I would call Chapter III of the module. This would include the Fortress Relmfur and surrounding outdoor areas, as well as the city of Skardale. The content would emerge as a focal point of the adventure, making the investigation of Kelton Manor essentially a hook, leading up to more important events. How the party would reach this point, and how they resolve the conflict, would be left up to the player. It would be a very large update and add the Dwarven Village as well, as a prelude to the Mountain Halls, releasing in June of 2018.
Naturally, the next step would be to work on the Halls of Hamhock adventure. This was the first of several older NWN2 projects I had started or completed, which would find inclusion as part of the Hearkenwold campaign. Other examples are Broken Vessels and Places Deep that would be used as separate guild adventures, and the most recent Edinmoor. Interestingly, while going through the dwarven halls is optional for the player, there is quite a bit of lore tied up in this location. Bits of the game world’s history would be presented in pieces throughout the module, and this was one of those depositories. I would have a new version available halfway through 2019.
I then started on the guild quests, which were class specific, so there would be six in total. Working on one at a time, I would release subsequent updates to the module as each was finished. Beginning with the Cleric quest, followed by Ranger, and then the Thief adventure to kick off 2020. This was followed by the Paladin quest and a return to Asherim, while the guild mission for Fighters required new outdoor maps for the Ephghan Plains. Finally, by the end of August, I would have the Wizards guild adventure in place. These separate quests tailored to each player class would be critical to the ongoing continuation of the module. Another key design principle that went back to early development was the idea of one of the characters needing to fulfill conditions in order to meet the King of Hearkenwold and advance the main story arc.
Thus, the next module update I would make would do just that: allowing the party to join the royal council, as long as one guild member is present. And then taking the adventure past the events in Skardale, which would lead to a climactic confrontation. However, this would only open up a new path for the heroes who would be at a higher level by this time, should they choose to take up the challenge. At the moment, this is as far as the Hearkenwold campaign has reached.
Yet there would be still one more version released back in June of this year. Edinmoor is now part of the game world, providing some additional content to test players. It should be mentioned that throughout the development of the module, I had made partial conversions into the Dungeon Craft editor and the Forgotten Realms Unlimited Adventures construction kit. And of course, a thorough fully complete port as a Knights of the Chalice 2 adventure module. These escapades into different toolsets would often give me ideas that I would later incorporate into the definitive IceBlink version of Hearkenwold.
Moving forward, I am right now in the process of building new content, which will further the adventures of the party. As I wrapped up a Psionic-focused dungeon, it is something that will exist as a random location waiting to be explored, or an optional guild for wizards to join, while even tying into the main quest. There should be an update available later in the New Year.
Here are a couple of screenshots to end with, showing some interesting reading material the characters might discover. The stanza shown is one part of the poem.

